#include "Transform.h"


Transform::Transform():
Transform(0.f, 0.f, 0.f, 1.f, 1.f) {

}

Transform::Transform(const Vector2D& position):
Transform(position.x, position.y, 0.f, 1.f, 1.f) {

}

Transform::Transform(const D3DXVECTOR3& position):
Transform(position.x, position.y, 0.f, 1.f, 1.f) {

}

Transform::Transform(float x, float y):
Transform(x, y, 0.f, 1.f, 1.f) {

}

Transform::Transform(const Vector2D& position, float rotation):
Transform(position.x, position.y, rotation, 1.f, 1.f) {

}

Transform::Transform(const D3DXVECTOR3& position, float rotation):
Transform(position.x, position.y, rotation, 1.f, 1.f) {

}

Transform::Transform(float x, float y, float rotation):
Transform(x, y, rotation, 1.f, 1.f) {

}

Transform::Transform(const Vector2D& position, const Vector2D& scale):
Transform(position.x, position.y, 0.f, scale.x, scale.y){

}

Transform::Transform(const D3DXVECTOR3& position, const D3DXVECTOR3& scale):
Transform(position.x, position.y, 0.f, scale.x, scale.y) {

}

Transform::Transform(float x, float y, float xScale, float yScale):
Transform(x, y, 0.f, xScale, yScale) {

}

Transform::Transform(const Vector2D& position, float rotation, const Vector2D& scale):
Transform(position.x, position.y, rotation, scale.x, scale.y) {
	
}

Transform::Transform(const D3DXVECTOR3& position, float rotation, const D3DXVECTOR3& scale):
Transform(position.x, position.y, rotation, scale.x, scale.y) {

}

Transform::Transform(float x, float y, float rotation, float xScale, float yScale):
rot(rotation) {
	pos.x = x;
	pos.y = y;
	scl.x = xScale;
	scl.y = yScale;
}

Transform::~Transform() {

}
